Honestly, this was so much fun to play, almost no errors except minor ones which are still acceptable at best. I'll still list them though. No mods for Insane and Golden Fairy diff because honestly, I can't find a single mistake there.

01:08:096 (3,4) - They be flipped horizontally (as a pair) so it makes for better flow.

00:08:076 (4,5,6) - Can be mistaken as a moving triple, I suggest placing these three in an equilateral triangle.

01:23:438 - maybe start the spinner here, the 2 circles are kinda weird to play for a normal

Insane

In order to make a full rankable spread I think you probably need another advanced diff (something between normal and hard) in addition to the hard diff, as the gap in SR between the normal and the insane is quite large

And uhh I think you messed up your offset/forgot to move the objects back or something, everything's unsnapped xd

01:11:530 (3,4,5) - i think stacking these 3 would be cool

Golden fairy

00:43:137 (4,1) - i think this spacing can be bigger, due to the strong sound on 1

00:57:594 (6,4) - if you overlap this partially instead of stacking it completely, it will look nicer imo. personal preference

-LynX- wrote:

returning m4m, sorry for late mod, busy with life :/

Insane

In order to make a full rankable spread I think you probably need another advanced diff (something between normal and hard) in addition to the hard diff, as the gap in SR between the normal and the insane is quite large I know but I can't map hard diffs and can't find a gder

And uhh I think you messed up your offset/forgot to move the objects back or something, everything's unsnapped xd I was plannign to fix that but i forgot lol

01:11:530 (3,4,5) - i think stacking these 3 would be cool I want to make it pretty consistent with other streams in the song and am not really a fan of those stack into streams on a 4 star diff

Golden fairy

00:43:137 (4,1) - i think this spacing can be bigger, due to the strong sound on 1 already had the strongly curved lsider for more emphasis but increased spacing for even more emphasis

00:57:594 (6,4) - if you overlap this partially instead of stacking it completely, it will look nicer imo. personal preference Sure, as the sounds aren't completely the same anyway

00:08:076 (4,5,6) - Can be mistaken as a moving triple, I suggest placing these three in an equilateral triangle. noone is expecting a triple this spaced in a normal diff so it should be fine, the pattern also repeats across the diff

-LynX- wrote:

returning m4m, sorry for late mod, busy with life :/

Crimmi's Normal

ehh CS 2.5 seems a bit too large for a normal, maybe 3? If it makes the diff spread better then maybe but I don't want to make that change now

00:13:859 (4) - personal preference, maybe you can use 2 circles for this instead? sound is kinda strong This is easier to play and I want to avoid consecutive circles with 1/2 gaps

00:25:606 - perhaps you can map all 3 of the strong sounds instead of only one, it plays kinda weird imo. Something like this maybe?https://puu.sh/woh1M/a71b4e321e.png fixed this differently, we'll see how good/bad this is

01:14:944 (5,6) - i suggest removing these 2, as the drums are actually 1/3 which kinda contradicts the circles ~fixed~

I did this until 4am yesterday so there may be some points that are off. Mess with them as you please while you resnap the objectsAlso if a slider goes through a redline you need to resnap the tail manually. Check one of the pishi's vid (i don't remember which) to see how to do that cuz I hate writing essays.also with this cancerous timing I suggest you use lower ODs to avoid unnecessary 100s or 50s. I recommend the maximum of 6.5. Check this nerd chart for the ranges.And you probably need a BN who is good at timing to qualify this set or verify the timing. Bonsai is probably one of the best but he's probably busy lol. If the code fails for whatever reason check the box below

I did this until 4am yesterday so there may be some points that are off. Mess with them as you please while you resnap the objectsAlso if a slider goes through a redline you need to resnap the tail manually. Check one of the pishi's vid (i don't remember which) to see how to do that cuz I hate writing essays.also with this cancerous timing I suggest you use lower ODs to avoid unnecessary 100s or 50s. I recommend the maximum of 6.5. Check this nerd chart for the ranges.And you probably need a BN who is good at timing to qualify this set or verify the timing. Bonsai is probably one of the best but he's probably busy lol. If the code fails for whatever reason check the box below

holy, thanks a ton,I don't really know about reducing od by that much but I'll see how good/bad it is to acc by letting people testplayI wasn't expecting this stupid amount of timing points.I'll look for a timing check somewhere

Some timings are still off, so I'm gonna stop here. All red lines have to be aligned in order to fit all objects on the timeline. Call me back when the timing is good and there's like 2-3 moddings.Also, the BG quality isn't that good.

aigoh wrote:

Some timings are still off, so I'm gonna stop here. All red lines have to be aligned in order to fit all objects on the timeline. Call me back when the timing is good and there's like 2-3 moddings.Also, the BG quality isn't that good.

And fit to dimension--if you have to, use an image extender that doesn't halt the quality, like Waifu2X or other online tools

Crystilion, the madman

Updated and chose one of the bg's, I resized it mysellf but it's good enough I just printscreened something form an episode for the other bgAlso fixed some unsnapped sliderends on the hard diff that were going through red lines (I'm pretty sure you don't mind me changing that)

01:00:131 (8) - you might want to fix this reverse as it's pretty annoying, and I'm not able to fix it

gottagof4ast wrote:

01:00:131 (8) - you might want to fix this reverse as it's pretty annoying, and I'm not able to fix it

I can't fix that until red timing lines are aligned '-' Plus I use the same rhythm at 01:11:703 (7) - The BG dimensions should be 1024 x 768, 1366 x 768, 1920 x 1080, or to the max of 1920 x 1200. You also might as well just finish hitsounding, as maps without it are not considered 100% complete.